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{{Short description|American video game developer}} {{About|the video game developer|the geodata software editor|iD (software)}} {{Use American English|date=November 2018}} {{Use mdy dates|date=November 2018}} {{Lowercase title}} {{Infobox company | name = id Software LLC | logo = [[File:id Software.svg|frameless|class=skin-invert]] | logo_caption = | former_name = id Software, Inc. (1991–2009) | type = [[Subsidiary]] | industry = [[Video game industry|Video games]] | predecessor = Ideas from the Deep | founded = {{Start date and age|1991|02|01}} in [[Shreveport, Louisiana]], US | founders = {{Unbulleted list|[[Adrian Carmack]]|[[John Carmack]]|[[Tom Hall]]|[[John Romero]]}} | hq_location_city = [[Richardson, Texas]] | hq_location_country = US | key_people = {{Unbulleted list|Marty Stratton {{nowrap|([[studio director]])}}|Hugo Martin {{nowrap|([[creative director]])}}}} | products = {{Unbulleted list|''[[Wolfenstein]]''|(1992–2008)|''[[Doom (franchise)|Doom]]''|(1993–present)|''[[Quake (series)|Quake]]''|(1996–present)|''[[Rage (video game)|Rage]]''|(2011–present)}} | num_locations = 2 (2024) | num_employees = 200+<ref>{{Cite web |date=August 17, 2016 |title=Game Changers Speaker Series: Garrett Young of id Software |url=https://www.youtube.com/watch?v=17bAwR1TiXo |url-status=live |archive-url=https://web.archive.org/web/20220624080053/https://www.youtube.com/watch?v=17bAwR1TiXo |archive-date=June 24, 2022 |access-date=June 24, 2022 |website=[[YouTube]] |time=34:32}}</ref> | num_employees_year = 2016 | parent = [[ZeniMax Media]] (2009–present) | divisions = id Software Frankfurt | website = {{URL|https://www.idsoftware.com/|idsoftware.com}} }} '''id Software LLC''' ({{IPAc-en|ɪ|d}}) is an American [[video game developer]] based in [[Richardson, Texas]]. It was founded on February 1, 1991, by four members of the computer company [[Softdisk]]: [[game programmer|programmers]] [[John Carmack]] and [[John Romero]], [[game designer]] [[Tom Hall]], and artist [[Adrian Carmack]]. id Software made important technological developments in video game technologies for the [[IBM PC compatible|PC]] (running [[MS-DOS]] and [[Microsoft Windows|Windows]]), including work done for the ''[[Wolfenstein]]'', ''[[Doom (franchise)|Doom]]'', and ''[[Quake (series)|Quake]]'' franchises at the time. id's work was particularly important in [[3D computer graphics]] technology and in [[game engine]]s that are used throughout the [[video game industry]]. The company was involved in the creation of the [[first-person shooter]] (FPS) genre: ''[[Wolfenstein 3D]]'' is often considered to be the first true FPS; ''[[Doom (1993 video game)|Doom]]'' is a game that popularized the genre and PC gaming in general; and ''[[Quake (video game)|Quake]]'' was id's first true 3D FPS. On June 24, 2009, [[ZeniMax Media]] acquired the company. In 2015, they opened a second studio in [[Frankfurt]], Germany.<ref>{{Cite web |date=August 5, 2015 |title=Id Software opens German studio |url=https://www.gamesindustry.biz/articles/2015-08-05-id-software-opens-german-studio |url-status=live |archive-url=https://web.archive.org/web/20170318001938/http://www.gamesindustry.biz/articles/2015-08-05-id-software-opens-german-studio |archive-date=March 18, 2017 |access-date=March 17, 2017}}</ref> == History == === Formation === The founders of id Software – [[John Carmack]], [[John Romero]], and [[Tom Hall]] – met in the offices of [[Softdisk]] based in [[Shreveport, Louisiana]], developing multiple games for Softdisk's monthly publishing, including ''[[Dangerous Dave]]''. Along with another Softdisk employee, Lane Roathe, they had formed a small group they called Ideas from the Deep (IFD), a name that Romero and Roathe had come up with.<ref name="gspy origins" /> In September 1990, Carmack developed [[adaptive tile refresh|an efficient way to rapidly side-scroll graphics]] on the [[IBM PC compatible|PC]]. Upon making this breakthrough, Carmack and Hall stayed up late into the night making a replica of the first level of the popular 1988 [[Nintendo Entertainment System|NES]] game ''[[Super Mario Bros. 3]]'', inserting stock graphics of Romero's Dangerous Dave character in lieu of Mario. When Romero saw the [[game demo|demo]], entitled ''Dangerous Dave in Copyright Infringement'', he realized that Carmack's breakthrough could have potential. The IFD team moonlighted over a week and over two weekends to create a larger demo of their PC version of ''Super Mario Bros. 3''. They sent their work to [[Nintendo]]. According to Romero, Nintendo had told them that the demo was impressive, but "they didn't want their intellectual property on anything but their own hardware, so they told us Good Job and You Can't Do This".<ref>{{Cite web |last=Frank |first=Allegra |date=December 14, 2015 |title=Doom dev shares rare Super Mario Bros. 3 PC demo |url=https://www.polygon.com/2015/12/14/10123754/john-romero-super-mario-bros-3-pc-demo |url-status=live |archive-url=https://web.archive.org/web/20210713212017/https://www.polygon.com/2015/12/14/10123754/john-romero-super-mario-bros-3-pc-demo |archive-date=July 13, 2021 |access-date=July 13, 2021 |website=[[Polygon (website)|Polygon]]}}</ref> While the pair had not readily shared the demo though acknowledged its existence in the years since, a working copy of the demo was discovered in July 2021 and preserved at the [[Museum of Play]].<ref>{{Cite web |last=Gurwin |first=Gabe |date=July 13, 2021 |title=Id Software's Super Mario Bros. 3 PC Port Found In The Wild |url=https://www.gamespot.com/articles/id-softwares-super-mario-bros-3-pc-port-found-in-the-wild/1100-6493889/ |url-status=live |archive-url=https://web.archive.org/web/20210713200251/https://www.gamespot.com/articles/id-softwares-super-mario-bros-3-pc-port-found-in-the-wild/1100-6493889/ |archive-date=July 13, 2021 |access-date=July 13, 2021 |website=[[GameSpot]]}}</ref> Around the same time in 1990, [[Scott Miller (programmer)|Scott Miller]] of [[3D Realms|Apogee Software]] learned of the group and their exceptional talent, having played one of Romero's Softdisk games, ''Dangerous Dave'', and contacted Romero under the guise of multiple fan letters that Romero came to realize all originated from the same address.<ref>{{Cite web |date=May 15, 2006 |title=Interview with John Romero |url=https://legacy.3drealms.com/news/2006/05/the_apogee_legacy_19.html |url-status=live |archive-url=https://web.archive.org/web/20141110121949/http://legacy.3drealms.com/news/2006/05/the_apogee_legacy_19.html |archive-date=November 10, 2014 |access-date=July 12, 2010}}</ref><ref>{{Cite web |date=August 21, 2009 |title=20 Years of Evolution: Scott Miller and 3D Realms |url=http://www.gamasutra.com/view/feature/4112/20_years_of_evolution_scott_.php |url-status=dead |website=[[Gamasutra]] |archive-url=https://web.archive.org/web/20130808123226/http://www.gamasutra.com/view/feature/4112/20_years_of_evolution_scott_.php |archive-date=August 8, 2013 |access-date=July 12, 2010|author-last1=Edwards|author-first1=Benj}}</ref> When he confronted Miller, Miller explained that the deception was necessary since Softdisk screened letters it received. Although disappointed by not actually having received mail from multiple fans, Romero and other Softdisk developers began proposing ideas to Miller. One of these was ''[[Commander Keen]]'', a side-scrolling game that incorporated the previous work they had done on the ''Super Mario Bros. 3'' demonstration.<ref>{{Cite web |last=Orland |first=Kyle |date=July 13, 2021 |title=Museum obtains rare demo of id Software's Super Mario Bros. 3 PC port |url=https://arstechnica.com/gaming/2021/07/museum-obtains-rare-demo-of-id-softwares-super-mario-bros-3-pc-port/ |url-status=live |archive-url=https://web.archive.org/web/20210713220727/https://arstechnica.com/gaming/2021/07/museum-obtains-rare-demo-of-id-softwares-super-mario-bros-3-pc-port/ |archive-date=July 13, 2021 |access-date=July 13, 2021 |website=[[Ars Technica]]}}</ref> The first ''Commander Keen'' game, ''[[Commander Keen in Invasion of the Vorticons]]'', was released through Apogee in December 1990, which became a very successful [[shareware]] game. After their first royalty check, Romero, Carmack, and [[Adrian Carmack]] (no relation) decided to start their own company.<ref name="NGen30">{{Cite magazine |date=June 1997 |title=Does John Romero Still Enjoy Shooting People? |url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n9 |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=30 |pages=8–12}}</ref> After hiring Hall, the group finished the ''Commander Keen'' series, then hired Jay Wilbur and [[Kevin Cloud]] and began working on ''[[Wolfenstein 3D]]''.{{r|lombardi199407}} id Software was officially founded by Romero, John and Adrian Carmack and Hall on February 1, 1991. The name "id" came out of their previous IFD; Roathe had left the group, and they opted to drop the "F" to leave "id". They initially used "id" as an initialism for "In Demand", but by the time of the fourth ''Commander Keen'' game, they opted to let "id" stand out "as a cool word", according to Romero.<ref name="gspy origins">{{Cite web |last=Keefer |first=John |date=March 31, 2006 |title=GameSpy Retro: Developer Origins, Page 15 of 19 |url=http://www.gamespy.com/articles/697/697083p15.html |url-status=dead |archive-url=https://web.archive.org/web/20070609133106/http://www.gamespy.com/articles/697/697083p15.html |archive-date=June 9, 2007 |website=[[GameSpy]]}}</ref> In September 1991, they relocated to [[Madison, Wisconsin]].<ref name="mastersdoom pg 87">{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |page=87}}</ref> Later on April 1, 1992, they relocated to an office in [[Mesquite, Texas]].<ref name="mastersdoom pg 105">{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |page=105}}</ref> The shareware distribution method was initially employed by id Software through Apogee Software to sell their products, such as the ''Commander Keen'', ''Wolfenstein'' and ''Doom'' games.<ref name=NGen30/> They would release the first part of their trilogy as shareware, then sell the other two installments by [[mail order]]. Only later (about the time of the release of ''Doom II'') did id Software release their games via more traditional shrink-wrapped boxes in stores (through other [[video game publisher|game publishers]]). After ''Wolfenstein 3D''{{'}}s great success, id began working on ''[[Doom (1993 video game)|Doom]]''. After Hall left the company, [[Sandy Petersen]] and [[Dave Taylor (game programmer)|Dave Taylor]] were hired before the release of ''Doom'' in December 1993.{{r|lombardi199407}} === The end of the classic lineup === ''Quake'' was released on June 22, 1996 and was considered a difficult game to develop due to creative differences. Animosity grew within the company and it caused a conflict between Carmack and Romero, which led the latter to leave id after the game's release. Soon after, other staff left the company as well such as [[Michael Abrash]], Shawn Green, Jay Wilbur, Petersen and Mike Wilson.<ref>{{Cite web |last=Barton |first=Matt |title=Matt Chat 54: Quake with John Romero |url=https://www.youtube.com/watch?v=Pq__3XNvvHI |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/Pq__3XNvvHI |archive-date=2021-12-11 |access-date=15 July 2021 |website=YouTube|date=March 20, 2010 }}{{cbignore}}</ref> Petersen claimed in July 2021 that the lack of a team leader was the cause of it all. In fact, he volunteered to take lead as he had five years of experience as project manager in [[MicroProse]] but he was turned down by Carmack.<ref>{{Cite web |last=Petersen |first=Sandy |title=Why Is Quake Like That? |url=https://www.youtube.com/watch?v=MUeu96TKQwU |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/MUeu96TKQwU |archive-date=2021-12-11 |access-date=15 July 2021 |website=YouTube|date=July 2, 2021 }}{{cbignore}}</ref> === ZeniMax Media and Microsoft === On June 24, 2009, it was announced that id Software had been acquired by [[ZeniMax Media]] (owner of [[Bethesda Softworks]]). The deal would eventually affect publishing deals id Software had before the acquisition, namely ''Rage'', which was being published through Electronic Arts.<ref name="ZeniMax">{{Cite web |last=Remo |first=Chris |date=June 24, 2009 |title=Bethesda Parent ZeniMax Acquires id Software |url=https://www.gamedeveloper.com/game-platforms/bethesda-parent-zenimax-acquires-id-software |url-status=live |archive-url=https://web.archive.org/web/20090626050105/http://www.gamasutra.com/php-bin/news_index.php?story=24183 |archive-date=June 26, 2009 |access-date=June 24, 2009 |website=[[Gamasutra]]}}</ref> ZeniMax received in July a $105 million investment from StrongMail Systems for the id acquisition, it's unknown if that was the exact price of the deal.<ref>{{Cite web |last=Martin |first=Matt |date=July 8, 2009 |title=ZeniMax raised $105 million for id acquisition |url=https://www.gamesindustry.biz/articles/zenimax-raised-usd-105-million-for-id-acquisition |url-status=live |archive-url=https://web.archive.org/web/20190515115602/https://www.gamesindustry.biz/articles/zenimax-raised-usd-105-million-for-id-acquisition |archive-date=May 15, 2019 |access-date=May 15, 2019}}</ref><ref>{{Cite web |title=2009 Digital Media M&a Round-Up |url=https://ru.scribd.com/document/24886393/2009-Digital-Media-M-a-Round-Up |url-access=subscription |url-status=live |archive-url=https://web.archive.org/web/20190515113049/https://ru.scribd.com/document/24886393/2009-Digital-Media-M-a-Round-Up |archive-date=May 15, 2019 |access-date=May 15, 2019 |page=9}}</ref> id Software moved from the "cube-shaped" [[Mesquite, Texas|Mesquite]] office to a location in [[Richardson, Texas]] during the spring of 2011.<ref>{{Cite web |title=Legendary Video Gaming Company Chooses Richardson |url=http://www.telecomcorridor.com/latest-news/legendary-video-gaming-company-chooses-richardson |url-status=dead |archive-url=https://web.archive.org/web/20110518012342/http://www.telecomcorridor.com/latest-news/legendary-video-gaming-company-chooses-richardson |archive-date=2011-05-18}}</ref><ref>{{Cite web |date=2017-11-10 |title=Why is Mesquite a major location in a Swedish video game about Nazis? |url=https://www.dallasnews.com/arts-entertainment/pop-culture/2017/11/10/why-is-mesquite-a-major-location-in-a-swedish-video-game-about-nazis/ |access-date=2024-09-09 |website=Dallas News}}</ref> On June 26, 2013, id Software president [[Todd Hollenshead]] quit after 17 years of service.<ref>[http://www.ign.com/articles/2013/06/26/id-software-president-todd-hollenshead-leaves-company id Software President Todd Hollenshead Leaves Company] {{webarchive|url=https://web.archive.org/web/20130629193938/http://www.ign.com/articles/2013/06/26/id-software-president-todd-hollenshead-leaves-company |date=June 29, 2013 }}. IGN (June 26, 2013). Retrieved on August 23, 2013.</ref> On November 22, 2013, it was announced id Software co-founder and Technical Director John Carmack had fully resigned from the company to work full-time at [[Oculus VR]] which he joined as [[Chief Technical Officer|CTO]] in August 2013.<ref>{{Cite web |title=Blog — John Carmack Joins Oculus as CTO |url=http://www.oculusvr.com/blog/john-carmack-joins-oculus-as-cto/ |url-status=dead |archive-url=https://web.archive.org/web/20130807153449/http://www.oculusvr.com/blog/john-carmack-joins-oculus-as-cto/ |archive-date=August 7, 2013 |access-date=November 23, 2013}}</ref><ref name="carmack-leaves-id">{{Cite web |title=Doom co-creator John Carmack officially leaves id Software |url=http://www.gamespot.com/articles/doom-co-creator-john-carmack-officially-leaves-id-software/1100-6416346/ |url-status=live |archive-url=https://web.archive.org/web/20131123021956/http://www.gamespot.com/articles/doom-co-creator-john-carmack-officially-leaves-id-software/1100-6416346/ |archive-date=November 23, 2013 |website=GameSpot}}</ref> He was the last of the original founders to leave the company. Tim Willits left the company in 2019.<ref>{{Cite magazine |last=Chalk |first=Andy |date=2019-07-18 |title=Tim Willits is leaving id Software |url=https://www.pcgamer.com/tim-willits-is-leaving-id-software/ |url-status=live |magazine=PC Gamer |language=en-US |archive-url=https://web.archive.org/web/20190813025843/https://www.pcgamer.com/tim-willits-is-leaving-id-software/ |archive-date=August 13, 2019 |access-date=2019-08-24}}</ref> ZeniMax Media was acquired by [[Microsoft]] for {{USD|7.5 billion}} in March 2021 and became part of [[Xbox Game Studios]].<ref>{{Cite web |last1=Bass |first1=Dina |last2=Schreier |first2=Jason |date=September 21, 2020 |title=Microsoft to Buy Bethesda for $7.5 Billion to Boost Xbox |url=https://www.bloomberg.com/news/articles/2020-09-21/microsoft-to-buy-bethesda-studios-for-7-5-billion-to-boost-xbox |url-status=live |archive-url=https://web.archive.org/web/20200921143256/https://www.bloomberg.com/news/articles/2020-09-21/microsoft-to-buy-bethesda-studios-for-7-5-billion-to-boost-xbox |archive-date=September 21, 2020 |access-date=September 21, 2020 |website=[[Bloomberg News]]}}</ref><ref>{{Cite web |last=Robinson |first=Andy |date=March 9, 2021 |title=Microsoft confirms its Bethesda acquisition is complete and 'some games' will be exclusive |url=https://www.videogameschronicle.com/news/microsoft-confirms-its-bethesda-acquisition-is-complete-and-some-games-will-be-exclusive/ |url-status=live |archive-url=https://web.archive.org/web/20210309164348/https://www.videogameschronicle.com/news/microsoft-confirms-its-bethesda-acquisition-is-complete-and-some-games-will-be-exclusive/ |archive-date=March 9, 2021 |access-date=March 9, 2021 |website=[[Video Games Chronicle]]}}</ref> === Company name === The company writes its name with a lowercase ''id'', which is pronounced as in "did" or "kid", and, according to the book ''[[Masters of Doom]]'', the group identified itself as "Ideas from the Deep" in the early days of Softdisk but that, in the end, the name 'id' came from the phrase "in demand".<ref>{{Cite book |last=David Kushner |author-link=David Kushner (writer)|url=https://books.google.com/books?id=yyaxyKjyp2YC |title=Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture |date=April 24, 2003 |publisher=[[Random House]] |isbn=9780812972153 |access-date=May 5, 2016 |archive-url=https://web.archive.org/web/20230115094728/https://books.google.com/books?id=yyaxyKjyp2YC |archive-date=January 15, 2023 |url-status=live}}</ref> Disliking "in demand" as "lame", someone suggested a connection with [[Sigmund Freud]]'s psychological concept of [[Id, ego and super-ego|id]], which the others accepted.<ref name="lombardi199407">{{Cite magazine |last=Lombardi |first=Chris |date=July 1994 |title=To Hell and Back Again |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=120 |url-status=live |magazine=Computer Gaming World |pages=20–24 |archive-url=https://web.archive.org/web/20191002210239/http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=120 |archive-date=October 2, 2019 |access-date=November 16, 2017}}</ref> Evidence of the reference can be found as early as ''Wolfenstein 3D'' with the statement "that's id, as in the id, ego, and superego in the psyche" appearing in the game's documentation. Prior to an update to the website, id's History page made a direct reference to Freud.<ref>{{Cite web |title=id's History page |url=http://www.idsoftware.com/business/history/ |archive-url=https://web.archive.org/web/20110515031735/http://www.idsoftware.com/business/history/ |archive-date=May 15, 2011 |access-date=October 25, 2010 |publisher=idsoftware.com}}</ref> === Key employees === * [[Kevin Cloud]] – Artist (1992–2006), executive producer (2007–present) * Donna Jackson – Office manager / ''"id mom"'' (1994–present)<ref>{{Cite web |last=Palmeri |first=Christopher |date=October 18, 1999 |title=Don't Shoot While I'm Talking |url=https://www.forbes.com/forbes/1999/1018/6410157a.html |url-status=live |archive-url=https://web.archive.org/web/20170101091948/http://www.forbes.com/forbes/1999/1018/6410157a.html |archive-date=January 1, 2017 |website=[[Forbes]]}}</ref><ref>{{Cite web |date=October 21, 2016 |title=We are Marty, Hugo, & Kevin from id Software – Ask Us Anything! • /r/Doom |url=https://www.reddit.com/r/Doom/comments/58ol33/we_are_marty_hugo_kevin_from_id_software_ask_us/d9230xh/ |url-status=live |archive-url=https://web.archive.org/web/20170709020128/https://www.reddit.com/r/Doom/comments/58ol33/we_are_marty_hugo_kevin_from_id_software_ask_us/d9230xh/ |archive-date=July 9, 2017 |access-date=December 31, 2016}}</ref> * Marty Stratton – Director of Business Development (1997–2006), executive producer (2006–present),<ref name="build-it-yourself">{{Cite web |last=Steinman |first=Gary |title=Build It Yourself With DOOM SnapMap |url=https://bethesda.net/en/article/2xeuSDHYZCGUisguaOMoog/build-it-yourself-with-doom-snapmap |url-status=live |archive-url=https://web.archive.org/web/20170709020128/https://bethesda.net/en/article/2xeuSDHYZCGUisguaOMoog/build-it-yourself-with-doom-snapmap |archive-date=July 9, 2017 |access-date=May 31, 2017 |website=bethesda.net}}</ref> studio director (2019–present) * Hugo Martin – Creative director (2013–present)<ref>Archived at [https://ghostarchive.org/varchive/youtube/20211205/LVLecokaRv4 Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20161225132632/https://www.youtube.com/watch?v=LVLecokaRv4 Wayback Machine]{{cbignore}}: {{Cite web |title=Hugo Martin on the Creativity Behind DOOM |url=https://www.youtube.com/watch?v=LVLecokaRv4 |website=[[YouTube]]| date=December 23, 2016 }}{{cbignore}}</ref> === Former key employees === Arranged in chronological order: * [[Tom Hall]] – Co-founder, [[game designer]], [[level designer]], writer, creative director (1991–1993). After a dispute with John Carmack over the designs of ''Doom'', Hall was forced to resign from id Software in August 1993. He joined [[3D Realms]] soon afterwards. * [[Robert Prince (video game composer)|Bobby Prince]] – Music composer (1991–1994). A freelance musician who went on to pursue other projects after ''Doom II''. * [[Dave Taylor (game programmer)|Dave Taylor]] – [[game programming|Programmer]] (1993–1996). Taylor left id Software and co-founded [[Crack dot Com]]. * [[John Romero]] – Co-founder, [[game designer]], programmer (1991–1996). Romero resigned on August 6, 1996.<ref name="mastersdoom">{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |at=89}}</ref> He established [[Ion Storm]] along with Hall on November 15, 1996. * [[Michael Abrash]] – Programmer (1995–1996). Returned to [[Microsoft]] after the release of ''Quake'', but eventually worked with Carmack again at [[Reality Labs]]. * [[Shawn Green (game designer)|Shawn Green]] – Software support (1991–1996). Left id Software to join Romero at Ion Storm. * Jay Wilbur – Business manager (1991–1997). Left id Software after Romero's departure and joined [[Epic Games]] in 1997. * [[Sandy Petersen]] – Level designer (1993–1997). Left id Software for [[Ensemble Studios]] in 1997. * [[Mike Wilson (executive)|Mike Wilson]] – PR and marketing (1994–1997). Left id Software to become CEO of Ion Storm with Romero. Left a year later to found [[Gathering of Developers]] and later [[Devolver Digital]]. * [[American McGee]] – Level designer (1993–1998). McGee was fired after the release of ''Quake II''. He joined [[Electronic Arts]] and created ''[[American McGee's Alice]]''. * [[Adrian Carmack]] – Co-founder, artist (1991–2005). Carmack was forced out of id Software after the release of ''Doom 3'' because he would not sell his stock at a low price to the other owners.<ref>{{Cite news |title=id Software loses Adrian Carmack |url=https://www.gamedeveloper.com/pc/id-software-loses-adrian-carmack-gets-legal-battle |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026203811/https://www.gamedeveloper.com/pc/id-software-loses-adrian-carmack-gets-legal-battle |archive-date=October 26, 2021}}</ref> Adrian sued id Software and the lawsuit was settled during the Zenimax acquisition in 2009.<ref>{{Cite news |title=Doom game creator buys Heritage resort |url=https://www.irishtimes.com/business/transport-and-tourism/doom-game-creator-buys-heritage-resort-1.1938040 |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20210721090837/https://www.irishtimes.com/business/transport-and-tourism/doom-game-creator-buys-heritage-resort-1.1938040 |archive-date=July 21, 2021}}</ref> * [[Todd Hollenshead]] – President (1996–2013) Left id Software on good terms to work at [[Nerve Software]]. * [[John Carmack]] – Co-founder, technical director (1991–2013). He joined [[Oculus VR]] on August 7, 2013, as a side project, but unable to handle two companies at the same time, Carmack resigned from id Software on November 22, 2013, to pursue Oculus full-time, making him the last founding member to leave the company. * [[Tim Willits]] – Level designer (1995–2001), creative director (2002–2011), studio director (2012–2019).<ref>{{Cite web |date=July 18, 2019 |title=Id Software director Tim Willits leaving after 24 years at studio |url=https://www.polygon.com/2019/7/18/20699391/id-software-tim-willits-leaving-quakecon |url-status=live |archive-url=https://web.archive.org/web/20190720182355/https://www.polygon.com/2019/7/18/20699391/id-software-tim-willits-leaving-quakecon |archive-date=July 20, 2019 |access-date=July 30, 2019 |website=[[Polygon (website)|Polygon]]}}</ref> He is now the chief creative officer at [[Saber Interactive]].<ref>{{Cite magazine |last=Chalk |first=Andy |date=August 12, 2019 |title=Former id Software boss Tim Willits joins Saber Interactive |url=https://www.pcgamer.com/former-id-software-boss-tim-willits-joins-saber-interactive/ |url-status=live |magazine=PC Gamer |archive-url=https://web.archive.org/web/20190813025829/https://www.pcgamer.com/former-id-software-boss-tim-willits-joins-saber-interactive/ |archive-date=August 13, 2019 |access-date=13 August 2019}}</ref> * [[Robert Duffy (programmer)|Robert Duffy]] – Chief Technology Officer (1998–2024). Robert left id Software in January 2024.{{Citation needed|date=March 2025}} === Timeline === <timeline> ImageSize = width:800 height:auto barincrement:20 PlotArea = left:100 bottom:60 top:0 right:15 Alignbars = justify DateFormat = yyyy Period = from:1991 till:2022 TimeAxis = orientation:horizontal format:yyyy Legend = orientation:horizontal position:bottom ScaleMajor = increment:2 start:1991 Colors = id:code value:blue legend:Programming id:design value:green legend:Design id:art value:purple legend:Art id:management value:red legend:Management BarData = bar:JCarmack text:"John Carmack" bar:ACarmack text:"Adrian Carmack" bar:Romero text:"John Romero" bar:Hall text:"Tom Hall" bar:Wilbur text:"Jay Wilbur" bar:Green text:"Shawn Green" bar:Cloud text:"Kevin Cloud" bar:Prince text:"Bobby Prince" bar:Taylor text:"Dave Taylor" bar:Petersen text:"Sandy Petersen" bar:McGee text:"American McGee" bar:Wilson text:"Mike Wilson" bar:Jackson text:"Donna Jackson" bar:Abrash text:"Michael Abrash" bar:Willits text:"Tim Willits" bar:Hollenshead text:"Todd Hollenshead" bar:Stratton text:"Marty Stratton" bar:Duffy text:"Robert Duffy" bar:Martin text:"Hugo Martin" PlotData= width:11 textcolor:black align:left anchor:from shift:(10,-4) bar:JCarmack from:1991 till:2013 color:code bar:ACarmack from:1991 till:2005 color:art bar:Romero from:1991 till:1996 color:code bar:Romero from:1991 till:1996 color:design width:3 bar:Hall from:1991 till:1993 color:design bar:Wilbur from:1991 till:1997 color:management bar:Green from:1993 till:1996 color:code bar:Cloud from:1992 till:end color:art bar:Cloud from:2007 till:end color:management bar:Prince from:1992 till:1994 color:art bar:Taylor from:1993 till:1994 color:code bar:Petersen from:1993 till:1997 color:design bar:McGee from:1994 till:1998 color:design bar:Wilson from:1994 till:1997 color:management bar:Jackson from:1994 till:end color:management bar:Abrash from:1995 till:1996 color:code bar:Willits from:1995 till:2011 color:design bar:Willits from:2002 till:2011 color:management width:3 bar:Willits from:2011 till:2019 color:management bar:Hollenshead from:1996 till:2013 color:management bar:Stratton from:1997 till:end color:management bar:Duffy from:1998 till:end color:code bar:Martin from:2013 till:end color:art bar:Martin from:2013 till:end color:design width:3 </timeline> == Game development == === Technology === [[File:John Carmack GDC 2010.jpg|right|thumb|Co-founder John Carmack at the 2010 [[Game Developers Conference|GDC]]]] Starting with their first shareware game series, ''Commander Keen'', id Software has licensed the core source code for the game, or what is more commonly known as the engine. Brainstormed by [[John Romero]], id Software held a weekend session titled "The id Summer Seminar" in the summer of 1991 with prospective buyers including [[Scott Miller (programmer)|Scott Miller]], [[George Broussard]], Ken Rogoway, Jim Norwood and [[Todd Replogle]]. One of the nights, id Software put together an impromptu game known as "Wac-Man" to demonstrate not only the technical prowess of the ''Keen'' engine, but also how it worked internally. id Software has developed their own game engine for each of their titles when moving to the next technological milestone, including ''Commander Keen'', ''Wolfenstein 3D'', ''[[ShadowCaster]]'',<ref>{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=[[Masters of Doom]] |publisher=Random House Publishing Group |year=2004 |isbn=0-8129-7215-5 |edition=paperback |pages=119–122}}</ref> ''Doom'', ''Quake'', ''Quake II'', and ''Quake III'', as well as the technology used in making ''Doom 3''. After being used first for id Software's in-house game, the engines are licensed out to other developers. According to ''Eurogamer.net'', "id Software has been synonymous with PC game engines since the concept of a detached game engine was first popularized". During the mid to late 1990s, "the launch of each successive round of technology it's been expected to occupy a headlining position", with the ''Quake III'' engine being most widely adopted of their engines. However [[id Tech 4]] had far fewer licensees than the [[Unreal Engine]] from [[Epic Games]], due to the long development time that went into ''Doom 3'' which id Software had to release before licensing out that engine to others. Despite his enthusiasm for open source code, Carmack revealed in 2011 that he had no interest in licensing the technology to the mass market. Beginning with ''Wolfenstein 3D'', he felt bothered when third-party companies started "pestering" him to license the id tech engine, adding that he wanted to focus on new technology instead of providing support to existing ones. He felt very strongly that this was not why he signed up to be a game programmer for; to be "holding the hands" of other game developers. Carmack commended Epic Games for pursuing the licensing to the market beginning with Unreal Engine 3. Even though the said company has gained more success with its game engine than id Software over the years, Carmack had no regrets by his decision and continued to focus on open source until his departure from the company in 2013.<ref>{{Cite web |last=Gamespot |title=id Software 20th Anniversary Feature |url=https://www.youtube.com/watch?v=IoLaA-CVmTE |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/IoLaA-CVmTE |archive-date=2021-12-11 |access-date=21 January 2019 |website=YouTube|date=August 15, 2011 }}{{cbignore}}</ref> In conjunction with his self-professed affinity for sharing [[source code]], John Carmack has open-sourced most of the major id Software engines under the [[GNU General Public License]]. Historically, the [[source code]] for each engine has been released once the code base is 5 years old. Consequently, many home grown projects have sprung up porting the code to different platforms, cleaning up the source code, or providing major modifications to the core engine. ''Wolfenstein 3D'', ''Doom'' and ''Quake'' engine ports are ubiquitous to nearly all platforms capable of running games, such as hand-held PCs, iPods, the PSP, the Nintendo DS and more. Impressive core modifications include [[GZDoom]],<ref>{{cite web|url=https://www.gamingonlinux.com/2020/11/fps-game-engine-gzdoom-450-is-out-as-the-first-64bit-only-release/|title=FPS game engine GZDoom 4.5.0 is out as the first 64bit only release|first=Liam|last=Dawe|date=2020-11-04|access-date=2024-07-14|website=GamingOnLinux}}</ref><ref>{{cite web|url=https://techraptor.net/gaming/previews/supplice-works-some-gzdoom-magic|title=Supplice Preview - Works Some GZDoom Magic|website=TechRaptor|date=2023-04-06|access-date=2024-07-14|first=Austin|last=Suther}}</ref> which adds to the [[Doom engine]] modern hardware accelerared renderers and a scripting system called ZScript, and was also utilized in the creation of ECWolf for ''[[Wolfenstein 3D]]''<ref>{{cite web|url=https://www.shacknews.com/article/99890/celebrate-wolfenstein-3ds-25th-birthday-with-mods-and-source-ports|title= Celebrate Wolfenstein 3D's 25th Birthday with Mods and Source Ports|first=David|last=Craddock|website=[[Shacknews]]|date=2017-05-05|access-date=2024-07-14}}</ref><ref>{{cite web|url=https://bloody-disgusting.com/video-games/3540090/infamous-snes-version-wolfenstein-3d-now-playable-pc/|title=The Infamous SNES Version of 'Wolfenstein 3D' is Now Playable on PC|first=Mike|last=Wilson|website=[[Bloody Disgusting]]|date=2019-01-03|access-date=2024-07-14}}</ref> and Raze for the [[Build engine]].<ref>{{cite web |title=Raze - a new open source fork of EDuke32 backed by GZDoom tech |url=https://www.gamingonlinux.com/articles/raze-a-new-open-source-fork-of-eduke32-backed-by-gzdoom-tech.15937/ |website=GamingOnLinux |author=Liam Dawe |access-date=2020-08-15 |archive-date=October 27, 2020 |archive-url=https://archive.today/20201027080449/https://www.gamingonlinux.com/articles/raze-a-new-open-source-fork-of-eduke32-backed-by-gzdoom-tech.15937/ |url-status=dead }}</ref> Meanwhile [[DarkPlaces]] adds stencil shadow volumes into the original ''Quake'' engine along with a more efficient network protocol.<ref>{{cite web|url=https://www.rockpapershotgun.com/quake-renaissance-a-short-history-of-25-years-of-quake-modding|title=Quake Renaissance: a short history of 25 years of Quake modding|first=Robert|last=Yang|date=2021-08-23|access-date=2024-07-14|website=[[Rock Paper Shotgun]]}}</ref><ref>{{cite web|url=https://www.gamingonlinux.com/2020/03/wrath-aeon-of-ruin-engine-source-code-released-a-quick-look/|title=Wrath: Aeon of Ruin engine source code released - a quick look|author=Samsai|date=2020-03-15|access-date=2024-07-14|website=GamingOnLinux}}</ref> Other projects include [[Quake II engine|Yamagi Quake II]],<ref>{{cite web|url = https://www.gamingonlinux.com/2021/06/alternate-quake-ii-game-engine-yamagi-quake-ii-adds-vulkan/|title = Alternate Quake II game engine Yamagi Quake II adds optional Vulkan support|website=GamingOnLinux|last=Dawe|first=Liam|date=2021-07-21|access-date = 2023-07-29}}</ref> [[ioquake3]],<ref>{{cite web|archive-url=https://web.archive.org/web/20110614052412/http://www.linuxgames.com/archives/10379|url=http://www.linuxgames.com/archives/10379|title=ioquake3 Miscellany|date=2008-05-02|archive-date=2011-06-14|first=Dustin|last=Reyes|website=LinuxGames|access-date=2024-07-14}}</ref><ref>{{cite web|url=https://www.gamingonlinux.com/2014/08/ioquake3-fps-game-engine-switching-over-to-sdl2/|title=Ioquake3 FPS Game Engine Switching Over to SDL2|website=GamingOnLinux|first=Liam|last=Dawe|date=2014-08-27|access-date=2024-07-14}}</ref> and [[id Tech 4|dhewm3]],<ref>{{cite web|url=https://www.dsogaming.com/news/final-version-of-doom-3-source-port-dhewm3-available-for-download-supports-4k-openal-and-more/|title=Final version of Doom 3 source port, dhewm3, available for download, supports 4K, OpenAL and more|date=2018-12-17|access-date=2024-07-14|first=John|last=Papadopoulos|website=DSO Gaming}}</ref> which maintain the goal of cleaning up the source code, adding features and fixing bugs. Even earlier id Software code, namely for ''[[Hovertank 3D]]'' and ''[[Catacomb 3D]]'', was released in June 2014 by [[Flat Rock Software]].<ref>{{Cite web |last=Larabel |first=Michael |date=June 6, 2014 |title=id Software's Softdisk Open-Sources Some Really Old Games |url=https://www.phoronix.com/scan.php?page=news_item&px=MTcxMjM |url-status=dead |archive-url=https://web.archive.org/web/20140609231037/http://www.phoronix.com/scan.php?page=news_item&px=MTcxMjM |archive-date=June 9, 2014 |access-date=June 6, 2014 |publisher=[[Phoronix]]}}</ref> The GPL release of the ''Quake III'' engine's source code was moved from the end of 2004 to August 2005 as the engine was still being licensed to commercial customers who would otherwise be concerned over the sudden loss in value of their recent investment. On August 4, 2011, [[John Carmack]] revealed during his [[QuakeCon]] 2011 keynote that they will be releasing the source code of the ''[[Doom 3]]'' engine ([[id Tech 4]]) during the year.<ref>{{Cite web |title=Doom 3 Source-Code To Be Released This Year |url=https://www.phoronix.com/scan.php?page=news_item&px=OTc1MQ |url-status=live |archive-url=https://web.archive.org/web/20111011045711/http://www.phoronix.com/scan.php?page=news_item&px=OTc1MQ |archive-date=October 11, 2011}}</ref> id Software publicly stated they would not support the [[Wii]] console (possibly due to technical limitations),<ref>{{Cite web |date=April 12, 2009 |title=id Software boss unconvinced by Wii |url=http://play.tm/news/24147/id-software-boss-unconvinced-by-wii/ |url-status=dead |archive-url=https://web.archive.org/web/20090413101828/http://play.tm/news/24147/id-software-boss-unconvinced-by-wii/ |archive-date=April 13, 2009 |website=Play.tm}}</ref> although they have since indicated that they may release titles on that platform (although it would be limited to their games released during the 1990s).<ref>[https://web.archive.org/web/20070928001953/http://www.cubed3.com/news/6961/1/id_Properties_Coming_to_Wii "id Properties Coming to Wii"] from Cubed3</ref> They continued this policy with the [[Wii U]] but for [[Nintendo Switch]], they collaborated with [[Panic Button (company)|Panic Button]] starting with 2016's ''[[Doom (2016 video game)|Doom]]'' and ''[[Wolfenstein II: The New Colossus]]''. Since id Software revealed their engine [[id Tech 5]], they call their engines "[[id Tech]]", followed by a version number.<ref>{{Cite news |title=id Software: Technology licensing |publisher=idsoftware.com |url=http://www.idsoftware.com/business/technology |access-date=July 15, 2007 |archive-url=https://web.archive.org/web/20071215034944/http://www.idsoftware.com/business/technology |archive-date=December 15, 2007}}</ref> Older engines have retroactively been renamed to fit this scheme, with the [[Doom engine|''Doom'' engine]] as id Tech 1. ==== IMF Music File Format ==== IMF ("id music file" or "id's music format") is an [[audio file format]] created by id Software for the [[AdLib]] [[sound card]] for use in their video games.<ref>{{Cite web |title=IMF Format |url=https://moddingwiki.shikadi.net/wiki/IMF_Format |access-date=6 October 2023}}</ref> The format is similar to [[Musical Instrument Digital Interface|MIDI]], in that it defines musical notes, and does not support [[sampling (music)|sample]]d [[digital audio]] for sound effects. IMF files store the actual bytes sent to the AdLib's [[Yamaha YM3812|OPL2]] chip, which uses [[frequency modulation synthesis|FM synthesis]] to produce audio output. The format is based on the AdLib command syntax, with a few modifications. Due to the limited features and relatively low sound quality, modern games no longer use IMF music. A large number of songs in id Software's early games (such as ''Commander Keen'' and ''Wolfenstein 3D'') were composed by [[Robert Prince (video game composer)|Bobby Prince]] in IMF format. Other game developers like [[3D Realms|Apogee Software]] also used this format in their games (such as ''[[Cosmo's Cosmic Adventure]]'', ''[[Duke Nukem II]]'', and ''[[Monster Bash]]''). === Linux gaming === [[File:TTimo! (1002574181).jpg|thumb|right|Timothee Besset was responsible for many Linux ports of id Software's games.]] id Software was an early pioneer in the [[Linux gaming]] market,<ref>[http://gaming.hexus.net/content/item.php?item=1011&page=3 HEXUS.gaming – Feature – Linux Gaming] {{webarchive|url=https://web.archive.org/web/20110719184812/http://gaming.hexus.net/content/item.php?item=1011&page=3 |date=July 19, 2011 }} Jo Shields, March 25, 2005</ref> and id Software's [[Linux]] games have been some of the most popular of the platform. Many id Software games won the Readers' and Editors' Choice awards of [[Linux Journal]].<ref>[http://www.linuxjournal.com/article/2438?page=0,1 1997 Readers' Choice Awards] {{webarchive|url=https://web.archive.org/web/20110608003859/http://www.linuxjournal.com/article/2438?page=0%2C1 |date=June 8, 2011 }} [[Linux Journal]], December 1997</ref><ref>[http://www.linuxjournal.com/article/4323?page=0,1 2000 Readers' Choice Awards] {{webarchive|url=https://web.archive.org/web/20110607181359/http://www.linuxjournal.com/article/4323?page=0%2C1 |date=June 7, 2011 }} [[Linux Journal]], November 2000</ref><ref>[http://www.linuxjournal.com/article/6380 Linux Journal Announces Winners of 8th Annual Readers' Choice Awards] {{webarchive|url=https://web.archive.org/web/20110607191046/http://www.linuxjournal.com/article/6380 |date=June 7, 2011 }} [[Linux Journal]], October 2002</ref><ref>[http://www.linuxjournal.com/article/9368?page=0,3 Editors' Choice 2006] {{webarchive|url=https://web.archive.org/web/20101202161058/http://www.linuxjournal.com/article/9368?page=0%2C3 |date=December 2, 2010 }} [[Linux Journal]], November 2006</ref> Some id Software titles ported to Linux are ''[[Doom (1993 video game)|Doom]]'' (the first id Software game to be ported), ''[[Quake (video game)|Quake]]'', ''[[Quake II]]'', ''[[Quake III Arena]]'', ''[[Return to Castle Wolfenstein]]'', ''[[Wolfenstein: Enemy Territory]]'', ''[[Doom 3]]'', ''[[Quake 4]]'', and ''[[Enemy Territory: Quake Wars]]''. Since id Software and some of its licensees [[John Carmack#Open-source software|released]] the source code for some of their previous games, several games which were not ported (such as ''[[Catacomb 3D]]'', ''[[Catacomb Abyss]]'', ''[[Wolfenstein 3D]]'', ''[[Spear of Destiny (video game)|Spear of Destiny]]'', ''[[Blake Stone: Aliens of Gold]]'', ''[[Blake Stone: Planet Strike]]'', ''[[Super 3D Noah's Ark]]'', ''[[Rise of the Triad]]'', ''[[Doom 64]]'', ''[[Strife (1996 video game)|Strife]]'', ''[[Heretic (video game)|Heretic]]'', ''[[Hexen: Beyond Heretic|Hexen]]'', ''[[Hexen II]]'', ''[[Star Trek: Voyager – Elite Force|Star Trek: Voyager – Elite Force Holomatch]]'', ''[[Star Wars Jedi Knight II: Jedi Outcast]]'', ''[[Star Wars Jedi Knight: Jedi Academy]]'') can run on Linux and other [[operating system]]s natively through the use of [[source port]]s. ''[[Quake Live]]'' also launched with Linux support, although this, alongside [[OS X]] support, was later removed when changed to a standalone title.<ref>{{Cite web |date=November 7, 2013 |title=QUAKE LIVE Standalone Game |url=http://www.quakelive.com/forum/showthread.php?34313 |url-status=dead |archive-url=https://web.archive.org/web/20131107224204/http://www.quakelive.com/forum/showthread.php?34313 |archive-date=November 7, 2013 |access-date=November 7, 2013 |website=quakelive.com |publisher=id Software}}</ref> The tradition of porting to Linux was first started by [[Dave D. Taylor]], with Zoid Kirsch doing some later porting.<ref>{{cite web|title=An interview with Dave "Zoid" Kirsch of linux quake fame|url=http://linuxpower.org/display_item.phtml?id=105|archive-url=https://web.archive.org/web/19990910231358/http://linuxpower.org/display_item.phtml?id=105|website=Linux Power|first1=Barath|last1=Raghavan|first2=Jeremy|last2=Katz|first3=Jack|last3=Moffitt|archive-date=1999-09-10|date=1999-02-19|access-date=2023-02-27}}</ref> Since ''[[Quake III Arena]]'', Linux porting had been handled by [[Timothee Besset]]. The majority of all [[id Tech 4]] games, including those made by other developers, have a Linux client available, the only current exceptions being ''[[Wolfenstein (2009 video game)|Wolfenstein]]'' and ''[[Brink (video game)|Brink]]''. Similarly, almost all of the games utilizing the [[Quake II engine|''Quake II'' engine]] have Linux ports, the only exceptions being those created by [[Ion Storm]] (''[[Daikatana]]'' later received a community port<ref>{{cite web|url=https://www.pcgamer.com/meet-the-superfans-who-spent-a-decade-bringing-daikatana-back-to-life/|title=Meet the superfans who spent a decade bringing Daikatana back to life|first=Luke|last=Winkie|date=February 16, 2017|access-date=July 15, 2024|website=[[PC Gamer]]}}</ref>). Despite fears by the Linux gaming community that [[id Tech 5]] would not be ported to that platform,<ref>[http://ubuntuforums.org/showthread.php?t=1244727%22 Bad news. id Software really is abandoning Linux. – Ubuntu Forums] {{webarchive|url=https://web.archive.org/web/20101020221148/http://ubuntuforums.org/showthread.php?t=1244727%22 |date=October 20, 2010 }}. Retrieved September 16, 2009.</ref> Timothee Besset in his blog stated "I'll be damned if we don't find the time to get Linux builds done".<ref>{{Cite web |title=id Software and Linux – TTimo's blog |url=http://ttimo.vox.com/library/post/id-software-and-linux.html |url-status=dead |archive-url=https://web.archive.org/web/20090916044404/http://ttimo.vox.com/library/post/id-software-and-linux.html |archive-date=September 16, 2009 |access-date=October 25, 2010 |publisher=Ttimo.vox.com}}</ref> Besset explained that id Software's primary justification for releasing Linux builds was better code quality, along with a technical interest in the platform. However, on January 26, 2012, Besset announced that he had left id.<ref>[http://www.bluesnews.com/s/129587/timothee-besset-leaves-id Timothee Besset Leaves id] {{webarchive|url=https://web.archive.org/web/20140202234833/http://www.bluesnews.com/s/129587/timothee-besset-leaves-id |date=February 2, 2014 }} on Blue'sNews (January 31, 2012)</ref> John Carmack has expressed his stance with regard to Linux builds in the past.<ref>[http://games.slashdot.org/comments.pl?sid=9265&cid=573583 "id on Linux: "disappointing" and "support nightmare"] {{webarchive|url=https://web.archive.org/web/20150428203133/http://games.slashdot.org/comments.pl?sid=9265&cid=573583 |date=April 28, 2015 }} from ''[[Slashdot]]'' (John Carmack, December 8, 2000)</ref> In December 2000 Todd Hollenshead expressed support for Linux: "All said, we will continue to be a leading supporter of the Linux platform because we believe it is a technically sound OS and is the OS of choice for many server ops."<ref>[http://games.slashdot.org/comments.pl?sid=9265&cid=573754 id Software on Linux: "disappointing" and "support nightmare] {{webarchive|url=https://archive.today/20120716035049/http://games.slashdot.org/comments.pl?sid=9265&cid=573754 |date=July 16, 2012 }} from [[Slashdot]] (December 7, 2000)</ref> However, on April 25, 2012, Carmack revealed that "there are no plans for a native Linux client" of id's most recent game, ''[[Rage (video game)|Rage]]''.<ref>{{Cite web |last=Carmack |first=John |date=April 26, 2012 |title=Twitter / @ID_AA_Carmack: @joedaviso I heard it ran... |url=https://twitter.com/ID_AA_Carmack/status/195249588557451264 |url-status=live |archive-url=https://archive.today/20121203193917/https://twitter.com/ID_AA_Carmack/status/195249588557451264 |archive-date=December 3, 2012 |access-date=September 29, 2013}}</ref> In February 2013, Carmack argued for improving [[emulator|emulation]] as the "proper technical direction for gaming on Linux", though this was also due to ZeniMax's refusal to support "unofficial binaries", given all prior ports (except for ''Quake III Arena'', via [[Loki Software]], and earlier versions of ''Quake Live'') having only ever been unofficial.<ref>{{Cite magazine |last=Chalk |first=Andy |date=February 6, 2013 |title=John Carmack Argues Against Native Linux Games |url=http://www.escapistmagazine.com/news/view/121945-John-Carmack-Argues-Against-Native-Linux-Games |url-status=live |magazine=[[The Escapist (magazine)|The Escapist]] |archive-url=https://web.archive.org/web/20140113172607/http://www.escapistmagazine.com/news/view/121945-John-Carmack-Argues-Against-Native-Linux-Games |archive-date=January 13, 2014 |access-date=September 29, 2013 |quote=''He reiterated his support for improving emulation as the "proper technical direction for gaming on Linux," noting that native ports don't do much that a good emulator wouldn't be able to handle.''}}</ref> Carmack didn't mention official games ''[[Quake: The Offering]]'' and ''[[Quake II: Colossus]]'' ported by id Software to Linux and published by [[Macmillan Computer Publishing]] USA.<ref>{{Cite web |date=1999-06-17 |title=Macmillan Says 'Let the Linux Games Begin!'; Market Leader in Linux Software & Books Offers 'Quake' & 'Civilization' |url=https://www.thefreelibrary.com/Macmillan+Says+'Let+the+Linux+Games+Begin!'%3B+Market+Leader+in+Linux...-a054913355 |archive-url=https://web.archive.org/web/20160305020245/https://www.thefreelibrary.com/Macmillan+Says+'Let+the+Linux+Games+Begin!'%3B+Market+Leader+in+Linux...-a054913355 |archive-date=2016-03-05 |access-date=2018-03-03 |website=[[Business Wire]]}}</ref> Despite no longer releasing native binaries, id was an early adopter of [[Google Stadia|Stadia]], a [[cloud gaming]] service powered by [[Debian Linux]] servers, and the cross-platform [[Vulkan API]].<ref>{{Cite web |last=Orland |first=Kyle |date=March 23, 2019 |title=How id Software went from sceptical to excited about Google Stadia streaming |url=https://arstechnica.com/gaming/2019/03/googles-multiyear-quest-to-overcome-ids-stadia-streaming-skepticism/ |url-status=live |archive-url=https://web.archive.org/web/20190326070218/https://arstechnica.com/gaming/2019/03/googles-multiyear-quest-to-overcome-ids-stadia-streaming-skepticism/ |archive-date=March 26, 2019 |access-date=May 17, 2020 |website=Ars Technica}}</ref><ref>{{Cite web |last=Papadopoulos |first=John |date=July 20, 2016 |title=id Software on OpenGL versus DirectX 11 and on why it chose Vulkan over DirectX 12 |url=https://www.dsogaming.com/news/id-software-on-opengl-versus-directx-11-and-on-why-it-chose-vulkan-over-directx-12/ |url-status=live |archive-url=https://web.archive.org/web/20171112082115/http://www.dsogaming.com/news/id-software-on-opengl-versus-directx-11-and-on-why-it-chose-vulkan-over-directx-12/ |archive-date=November 12, 2017 |access-date=May 17, 2020 |website=DSOGaming}}</ref> A Linux version of ''[[Doom (2016 video game)|Doom]]'' from 2016 was tested internally,<ref>{{cite web|url=https://www.gamingonlinux.com/2018/03/doom-2016-could-have-been-on-linux-id-software-made-a-linux-version-sound-easy-to-do/|title=Doom (2016) could have been on Linux, id Software made a Linux version sound easy to do|website=GamingOnLinux|date=2018-03-24|access-date=2023-09-15|first=Liam|last=Dawe}}</ref> while it and its sequel ''[[Doom Eternal]]'' can be run using [[Wine (software)|Wine]] and [[Proton (software)|Proton]].<ref>{{cite web|url=https://www.gamingonlinux.com/2016/12/wine-staging-updated-allows-you-to-play-doom-on-linux/|title=Wine Staging updated, allows you to play DOOM on Linux|website=GamingOnLinux|date=2016-12-14|access-date=2023-09-15|first=Liam|last=Dawe}}</ref><ref>{{cite web|url=https://www.gamingonlinux.com/2023/09/doom-eternal-removed-denuvo-and-it-plays-great-on-steam-deck/|title=DOOM Eternal removed Denuvo and it plays great on Steam Deck|website=GamingOnLinux|date=2023-06-06|access-date=2023-09-15|first=Liam|last=Dawe}}</ref> == Games == {{Main|List of id Software games}} === ''Commander Keen'' === {{Main|Commander Keen}} ''[[Commander Keen in Invasion of the Vorticons]]'', a [[platform game]] in the style of those for the [[Nintendo Entertainment System]], was one of the first [[MS-DOS]] games with smooth horizontal-scrolling. Published by Apogee Software, the title and follow-ups brought id Software success as a shareware developer. It is the series of id Software that designer [[Tom Hall]] is most affiliated with.{{Citation needed|date=December 2019}} The first ''Commander Keen'' trilogy was released on December 14, 1990. === ''Wolfenstein'' === {{Main|Wolfenstein (series)}} The company's breakout product was released on May 5, 1992: ''[[Wolfenstein 3D]]'', a [[first-person shooter]] (FPS) with smooth 3D graphics that were unprecedented in computer games, and with violent gameplay that many gamers found engaging. After essentially founding an entire genre with this game, id Software created ''[[Doom (1993 video game)|Doom]]'', ''[[Doom II: Hell on Earth]]'', ''[[Quake (video game)|Quake]]'', ''[[Quake II]]'', ''[[Quake III Arena]]'', ''[[Doom 3]] and [[Quake 4]].'' Each of these first-person shooters featured progressively higher levels of graphical technology. ''Wolfenstein 3D'' spawned a prequel and a sequel: the prequel called ''[[Spear of Destiny (computer game)|Spear of Destiny]]'', and the second, ''[[Return to Castle Wolfenstein]]'', using the [[id Tech 3]] [[game engine|engine]]. A third ''Wolfenstein'' sequel, simply titled ''[[Wolfenstein (2009 video game)|Wolfenstein]]'', was released by [[Raven Software]], using the [[id Tech 4]] [[game engine|engine]]. Another sequel, named ''[[Wolfenstein: The New Order]]''; was developed by [[MachineGames]] using the [[id Tech 5]] engine and released in 2014, with it getting a prequel by the name of ''[[Wolfenstein: The Old Blood]]'' a year later; followed by a direct sequel titled ''[[Wolfenstein II: The New Colossus]]'' in 2017. === ''Doom'' === {{Main|Doom (franchise)}} Eighteen months after their release of ''Wolfenstein 3D'', on December 10, 1993, id Software released ''[[Doom (1993 video game)|Doom]]'' which would again set new standards for graphic quality and graphic violence in computer gaming. ''Doom'' featured a [[science fiction|sci-fi]]/[[horror fiction|horror]] setting with graphic quality that had never been seen on personal computers or even [[video game console]]s. ''Doom'' became a cultural phenomenon and its violent theme would eventually launch a new wave of [[Video game controversy|criticism]] decrying the dangers of violence in video games. ''Doom'' was ported to numerous platforms, inspired many knock-offs, and was eventually followed by the technically similar ''[[Doom II: Hell on Earth]]''. id Software made its mark in video game history with the [[shareware]] release of ''Doom'', and eventually revisited the theme of this game in 2004 with their release of ''[[Doom 3]]''. John Carmack said in an interview at QuakeCon 2007 that there would be a ''[[Doom 4]]''. It began development on May 7, 2008.<ref>{{Cite magazine |title=QuakeCon 2007: John Carmack Talks Rage, id Tech 5 And More |url=http://www.gameinformer.com/News/Story/200708/N07.0803.1731.12214.htm?Page=2 |magazine=[[Game Informer]] |archive-url=https://web.archive.org/web/20071029050912/http://www.gameinformer.com/News/Story/200708/N07.0803.1731.12214.htm?Page=2 |archive-date=October 29, 2007 |url-status=dead |access-date=October 25, 2010}}</ref> ''[[Doom (2016 video game)|Doom]] 2016'', the fourth installation of the ''Doom'' series, was released on Microsoft Windows, PlayStation 4, and Xbox One on May 13, 2016, and was later released on Nintendo Switch on November 10, 2017. In June 2018, the sequel to the 2016 ''Doom'', ''[[Doom Eternal]]'' was officially announced at [[Electronic Entertainment Expo 2018|E3 2018]] with a teaser trailer, followed by a gameplay reveal at [[QuakeCon]] in August 2018.<ref>{{Cite web |title=DOOM Eternal – Official Gameplay Reveal |url=https://www.youtube.com/watch?v=CGq8Ee2gOe4 |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/CGq8Ee2gOe4 |archive-date=2021-12-11 |access-date=29 November 2018 |website=YouTube | date=August 10, 2018 |publisher=Bethesda Softworks}}{{cbignore}}</ref><ref>{{Cite web |title=DOOM Eternal – Official E3 Teaser | date=June 10, 2018 |url=https://www.youtube.com/watch?v=_oVwrpfo_QA |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/_oVwrpfo_QA |archive-date=2021-12-11 |access-date=29 November 2018 |publisher=YouTube}}{{cbignore}}</ref> === ''Quake'' === {{Main|Quake (series)}} On June 22, 1996, the release of ''[[Quake (video game)|Quake]]'' marked the third milestone in id Software history. ''Quake'' combined a cutting edge fully 3D engine, the [[Quake engine|''Quake'' engine]], with a distinctive art style to create critically acclaimed graphics for its time. Audio was not neglected either, having recruited [[Nine Inch Nails]] frontman [[Trent Reznor]] to facilitate unique sound effects and ambient music for the game. (A small homage was paid to Nine Inch Nails in the form of the band's logo appearing on the ammunition boxes for the nailgun weapon.) It also included the work of [[Michael Abrash]]. Furthermore, ''Quake'''s main innovation, the capability to play a deathmatch (competitive gameplay between living opponents instead of against computer-controlled characters) over the Internet (especially through the add-on ''[[QuakeWorld]]''), seared the title into the minds of gamers as another smash hit. In 2008, id Software was honored at the 59th Annual [[Technology & Engineering Emmy Award]]s for the pioneering work ''Quake'' represented in user modifiable games.<ref>[http://kotaku.com/342028/2008-tech-emmy-winners 2008 Tech Emmy Winners] {{webarchive|url=https://web.archive.org/web/20120929094303/http://kotaku.com/342028/2008-tech-emmy-winners |date=September 29, 2012 }} from Kotaku.com</ref> id Software is the only game development company ever honored twice by the [[National Academy of Television Arts & Sciences]], having been given an Emmy Award in 2007 for creation of the 3D technology that underlies modern [[Shooter game|shooter]] video games.<ref>[http://www.shacknews.com/docs/press/010710_id_carmack_emmys.x "John Carmack and id Software's pioneering development work in 3d games recognized with two Technology Emmy Awards"] {{webarchive|url=https://web.archive.org/web/20080705061409/http://www.shacknews.com/docs/press/010710_id_carmack_emmys.x |date=July 5, 2008 }} from [[Shacknews]]</ref> The [[Quake (series)|''Quake'' series]] continued with ''[[Quake II]]'' in 1997. However, the game is not a storyline sequel, and instead focuses on an assault on an alien planet, Stroggos, in retaliation for [[Strogg]] attacks on [[Earth]]. Most of the subsequent entries in the ''Quake'' franchise follow this storyline. ''[[Quake III Arena]]'' (1999), the next title in the series, has minimal plot, but centers around the "Arena Eternal", a gladiatorial setting created by an alien race known as the Vadrigar and populated by combatants plucked from various points in time and space. Among these combatants are some characters either drawn from or based on those in ''Doom'' ("[[Doomguy]]"), ''Quake'' (Ranger, Wrack), and ''Quake II'' (Bitterman, Tank Jr., Grunt, Stripe). ''[[Quake IV]]'' (2005) picks up where ''Quake II'' left off – finishing the war between the humans and Strogg. The spin-off ''[[Enemy Territory: Quake Wars]]'' acts as a prequel to ''Quake II'', when the Strogg first invade Earth. ''Quake IV'' and ''Enemy Territory: Quake Wars'' were made by outside developers and not id. There have also been other spin-offs such as [[Quake (video game)#Quake Mobile|Quake Mobile]] in 2005 and ''[[Quake Live]]'', a web browser based modification of ''Quake III''. A game called ''Quake Arena DS'' was planned and canceled for the [[Nintendo DS]]. John Carmack stated, at [[QuakeCon]] 2007, that the ''[[id Tech 5]]'' engine would be used for a new ''Quake'' game. === ''Rage'' === {{Main|Rage (video game)}} Todd Hollenshead announced in May 2007 that id Software had begun working on an all new series that would be using a new engine. Hollenshead also mentioned that the title would be completely developed in-house, marking the first game since 2004's ''[[Doom 3]]'' to be done so.<ref>{{Cite news |date=May 31, 2007 |title=New IP Coming From id Software |website=[[TotalGaming.net]] |url=http://tgnforums.stardock.com/?forumid=141&aid=154029 |access-date=June 1, 2007 |archive-url=https://web.archive.org/web/20070927025815/http://tgnforums.stardock.com/?forumid=141&aid=154029 |archive-date=September 27, 2007}}</ref> At 2007's [[WWDC]], John Carmack showed the new engine called [[id Tech 5]].<ref>{{Cite news |date=June 11, 2007 |title=WWDC: Game On |publisher=MacRumors |url=http://www.macrumors.com/2007/06/11/wwdc-game-on/ |url-status=live |access-date=June 11, 2007 |archive-url=https://web.archive.org/web/20160303170810/http://www.macrumors.com/2007/06/11/wwdc-game-on/ |archive-date=March 3, 2016}}</ref> Later that year, at [[QuakeCon]] 2007, the title of the new game was revealed as ''[[Rage (video game)|Rage]]''.<ref>{{Cite news |date=August 3, 2007 |title=id Reveals Rage, Implies PS3, 360 and PC Versions |publisher=shacknews |url=http://shacknews.com/onearticle.x/48289 |url-status=live |access-date=August 3, 2007 |archive-url=https://web.archive.org/web/20070926235543/http://www.shacknews.com/onearticle.x/48289 |archive-date=September 26, 2007}}</ref> On July 14, 2008, id Software announced at the 2008 [[Electronic Entertainment Expo|E3]] event that they would be publishing ''Rage'' through [[Electronic Arts]], and not id's longtime publisher [[Activision]].<ref>{{Cite news |title=id Software, EA Partner For RAGE Publishing Deal |url=http://www.computerandvideogames.com/article.php?id=193022 |url-status=live |archive-url=https://web.archive.org/web/20080730003532/http://www.computerandvideogames.com/article.php?id=193022 |archive-date=July 30, 2008}}</ref> However, since then ZeniMax has also announced that they are publishing ''Rage'' through [[Bethesda Softworks]].<ref>{{Cite news |title=ZeniMax/Bethesda to publish RAGE |url=http://bethblog.com/index.php/2009/12/15/bethesda-softworks-to-publish-rage/ |url-status=live |access-date=December 15, 2009 |archive-url=https://web.archive.org/web/20230115094722/https://bethesda.net/ |archive-date=January 15, 2023}}</ref> On August 12, 2010, during Quakecon 2010, id Software announced ''Rage'' US ship date of September 13, 2011, and a European ship date of September 15, 2011.<ref>{{Cite news |title=id shows more Rage and announces release date |url=http://www.gamespot.com/events/quakecon2010/story.html?sid=6273462 |url-status=live |archive-url=https://web.archive.org/web/20100819145447/http://www.gamespot.com/events/quakecon2010/story.html?sid=6273462 |archive-date=August 19, 2010}}</ref> During the keynote, id Software also demonstrated a ''Rage'' spin-off title running on the [[iPhone]].<ref>{{Cite news |title=QuakeCon: Rage coming to iPhone, running at 60fps |url=http://www.joystiq.com/2010/08/12/quakecon-rage-coming-to-iphone-running-at-60fps/ |url-status=live |archive-url=https://web.archive.org/web/20101218110711/http://www.joystiq.com/2010/08/12/quakecon-rage-coming-to-iphone-running-at-60fps/ |archive-date=December 18, 2010}} from Joystiq.com</ref> This technology demo later became ''Rage HD''. The game was ultimately released in October 2011.<ref>{{Cite web |last=Rose |first=Mike |date=June 10, 2011 |title=id Software's Rage Delayed Until October |url=https://www.gamedeveloper.com/business/id-software-s-i-rage-i-delayed-until-october |url-status=live |archive-url=https://web.archive.org/web/20221018141109/https://www.gamedeveloper.com/business/id-software-s-i-rage-i-delayed-until-october |archive-date=October 18, 2022 |access-date=October 18, 2022 |website=[[Game Developer (website)|Game Developer]]}}</ref> On May 14, 2018, Bethesda Softworks announced ''[[Rage 2]]'', a co-development between id Software and [[Avalanche Studios]]. === Other games === [[File:Keen3Gameplay.png|thumb|right|180px|Screenshot of a ''Commander Keen'' game, ''Keen Must Die!'']] [[File:Doom ingame 1.png|thumb|180px|A screenshot from the first episode of ''[[Doom (1993 video game)|Doom]]'']] During its early days, id Software produced much more varied games; these include the early 3D first-person shooter experiments that led to ''[[Wolfenstein 3D]]'' and ''[[Doom (1993 video game)|Doom]]'' – ''[[Hovertank 3D]]'' and ''[[Catacomb 3D]]''. There was also the ''[[Rescue Rover]]'' series, which had two games – ''Rescue Rover'' and ''Rescue Rover 2''. Also there was [[John Romero]]'s ''[[Dangerous Dave]]'' series, which included such notables as the tech demo (''In Copyright Infringement'') which led to the ''[[Commander Keen]]'' engine, and the decently popular ''[[Dangerous Dave in the Haunted Mansion]]''. ''In the Haunted Mansion'' was powered by the same engine as the earlier id Software game ''[[Shadow Knights]]'', which was one of the several games written by id Software to fulfill their contractual obligation to produce games for [[Softdisk]], where the id Software founders had been employed. id Software has also overseen several games using its technology that were not made in one of their IPs such as ''[[ShadowCaster]]'', (early-[[Doom engine|id Tech 1]]), ''[[Heretic (video game)|Heretic]]'', ''[[Hexen: Beyond Heretic]]'' (id Tech 1), ''[[Hexen II]]'' ([[Quake engine|''Quake'' engine]]), and ''[[Orcs and Elves]]'' (''[[Doom RPG]]'' engine). == Other media == id Software has also published novels based on the ''Doom'' series [[Doom novels|''Doom'' novels]]. After a brief hiatus from publishing, id resumed and re-launched the novel series in 2008 with [[Matthew J. Costello]]'s (a story consultant for ''[[Doom 3]]'' and now ''[[Rage (video game)|Rage]]'') new ''Doom 3'' novels: ''[[Doom 3: Worlds on Fire|Worlds on Fire]]'' and ''[[Doom 3: Maelstrom|Maelstrom]]''. id Software became involved in film development when they oversaw the film adaption of their ''[[Doom (film)|Doom]]'' franchise in 2005. In August 2007, [[Todd Hollenshead]] stated at QuakeCon 2007 that a ''[[Return to Castle Wolfenstein (film)|Return to Castle Wolfenstein]]'' movie is in development which re-teams the ''[[Silent Hill (film)|Silent Hill]]'' writer/producer team, [[Roger Avary]] as writer and director and [[Samuel Hadida]] as producer. A new ''Doom'' film, titled ''[[Doom: Annihilation]]'', was released in 2019, although id itself stressed its lack of involvement.<ref>{{Cite web |last=Bankhurst |first=Adam |date=March 12, 2019 |title=Doom Studio Makes Very Clear It Has Nothing to Do With New Doom Movie |url=https://www.ign.com/articles/2019/03/12/doom-studio-makes-very-clear-it-has-nothing-to-do-with-new-doom-movie |url-status=live |archive-url=https://web.archive.org/web/20190313010232/https://www.ign.com/articles/2019/03/12/doom-studio-makes-very-clear-it-has-nothing-to-do-with-new-doom-movie |archive-date=March 13, 2019 |access-date=March 12, 2019 |website=IGN}}</ref> == Controversy == id Software was the target of controversy over two of their most popular games, ''[[Doom (1993 video game)#Controversies|Doom]]'' and the earlier ''[[Wolfenstein 3D]]''. More recently in 2022, id Software found themselves mired in a controversy concerning libel against [[Doom Eternal|Doom Eternal's]] composer. === ''Doom'' === ''Doom'' was notorious for its high levels of [[Graphic violence#Internet|gore]]<ref>{{Cite web |last=Entertainment Software Rating Board |title=Game ratings |url=http://www.esrb.org/search_results.asp?key=doom&x=0&y=0&type=game |url-status=live |archive-url=https://web.archive.org/web/20060216031317/http://www.esrb.org/search_results.asp?key=doom&x=0&y=0&type=game |archive-date=February 16, 2006 |access-date=December 4, 2004}}</ref> and [[occultism]] along with [[Satanism|satanic]] imagery, which generated controversy from a broad range of groups. [[Yahoo! Games]] listed it as one of the top ten most controversial games of all time.<ref>{{Cite web |last=Ben Silverman |date=September 17, 2007 |title=Controversial Games |url=http://videogames.yahoo.com/feature/controversial-games/530593 |url-status=dead |archive-url=https://web.archive.org/web/20070922155732/http://videogames.yahoo.com/feature/controversial-games/530593 |archive-date=September 22, 2007 |access-date=September 19, 2007 |publisher=[[Yahoo! Games]]}}</ref> The game again sparked controversy throughout a period of [[school shooting]]s in the United States when it was found that [[Eric Harris and Dylan Klebold]], who committed the [[Columbine High School massacre]] in 1999, were avid players of the game. While planning for the massacre, Harris said that the killing would be "like playing ''Doom''", and "it'll be like the [[1992 Los Angeles riots|LA riots]], the [[Oklahoma City bombing|Oklahoma bombing]], [[World War II]], [[Vietnam War|Vietnam]], ''[[Duke Nukem 3D|Duke Nukem]]'' and ''Doom'' all mixed together", and that his shotgun was "straight out of the game".<ref>{{Cite web |last=4–20: a Columbine site |title=Basement Tapes: quotes and transcripts from Eric Harris and Dylan Klebold's video tapes |url=https://columbine.free2host.net/quotes.html |archive-url=https://web.archive.org/web/20060223025846/http://columbine.free2host.net/quotes.html |archive-date=February 23, 2006 |access-date=November 15, 2005}}</ref> A rumor spread afterwards that Harris had designed a ''Doom'' level that looked like the high school, populated with representations of Harris's classmates and teachers, and that Harris practiced for his role in the shootings by playing the level over and over. Although [[Harris levels|Harris did design ''Doom'' levels]], none of them were based on [[Columbine High School]].<ref>{{Cite web |first=Barbara |last=Mikkelson |website=[[Snopes]] |date=April 24, 1999 |title=Columbine Doom Levels |url=https://www.snopes.com/horrors/madmen/doom.asp |url-status=live |archive-url=https://web.archive.org/web/20220731185036/https://www.snopes.com/fact-check/the-harris-levels/ |archive-date=July 31, 2022 |access-date=November 7, 2008}}<!-- The archived content does not match the live url content. The archived content shows David Mikkelson as the author and has the date August 8, 2008. The archive url has "the-harris-levels" in the link, while the live url content does not. Both have the title "Columbine Doom Levels". Before my edit, this citation showed no author name, had the date as 2005, and had the title as "The Harris Levels". --></ref> While ''Doom'' and other violent video games have been blamed for nationally covered school shootings, 2008 research featured by [[Greater Good Science Center]]<ref>[https://greatergood.berkeley.edu/greatergood/2008spring/Smith744.html Playing the Blame Game] {{webarchive|url=https://web.archive.org/web/20131203054843/http://greatergood.berkeley.edu/greatergood/2008spring/Smith744.html |date=December 3, 2013 }} article from [[Greater Good Science Center#Print and online publications|Greater Good magazine]]</ref> shows that the two are not closely related. [[Harvard Medical School]] researchers Cheryl Olson and Lawrence Kutner found that violent video games did not correlate to school shootings. The [[United States Secret Service]] and [[United States Department of Education]] analyzed 37 incidents of school violence and sought to develop a profile of school shooters; they discovered that the most common traits among shooters were that they were male and had histories of depression and attempted suicide. While many of the killers—like the vast majority of young teenage boys—did play video games, this study did not find a relationship between gameplay and school shootings. In fact, only one-eighth of the shooters showed any special interest in violent video games, far less than the number of shooters who seemed attracted to books and movies with violent content.<ref>{{Cite web |title=The Final Report and Findings of the Safe School Initiative |url=http://www.secretservice.gov/ntac/ssi_final_report.pdf |url-status=dead |archive-url=https://web.archive.org/web/20090804232200/http://www.secretservice.gov/ntac/ssi_final_report.pdf |archive-date=August 4, 2009 |access-date=November 29, 2013}}</ref> === ''Wolfenstein 3D'' === As for ''Wolfenstein 3D'', due to its use of Nazi symbols such as the [[swastika]] and the anthem of the [[Nazi Party]], ''[[Horst-Wessel-Lied]]'', as theme music, the PC version of the game was withdrawn from circulation in Germany in 1994, following a verdict by the Amtsgericht München on January 25, 1994. Despite the fact that Nazis are portrayed as the enemy in ''Wolfenstein'', the use of those symbols is a federal offense in Germany unless certain circumstances apply. Similarly, the [[Atari Jaguar]] version was confiscated following a verdict by the Amtsgericht Berlin Tiergarten on December 7, 1994. The [[Unterhaltungssoftware Selbstkontrolle]] lifted the outright ban in 2018 in favor of analysing depictions on a case-by-case basis, and the international version of the game was removed from the list of banned titles in 2019.<ref>{{cite news | url=https://www.bbc.co.uk/news/world-europe-45142651 | title=Germany lifts total ban on Nazi symbols in video games | work=BBC News | date=August 10, 2018 }}</ref><ref>{{cite web | url=https://www.gameswirtschaft.de/marketing-pr/wolfenstein-3d-bundespruefstelle-bpjm/ | title=Wolfenstein 3D: Bundesprüfstelle hebt Indizierung auf | date=November 22, 2019 }}</ref> Due to concerns from Nintendo of America, the [[Super Nintendo Entertainment System|Super NES]] version was modified to not include any swastikas or Nazi references; furthermore, blood was replaced with sweat to make the game seem less violent, and the attack dogs in the game were replaced by giant mutant rats. Employees of id Software are quoted in ''The Official DOOM Player Guide'' about the reaction to ''Wolfenstein'', claiming it to be ironic that it was morally acceptable to shoot people and rats, but not dogs. Two new weapons were added as well. The Super NES version was not as successful as the PC version.{{citation needed|date=August 2012}} <ref>{{Cite news |author1=Shaun Prescott |date=2019-01-01 |title=This Wolfenstein 3D mod brings the SNES port to PC |url=https://www.pcgamer.com/this-wolfenstein-3d-mod-brings-the-snes-port-to-pc/ |access-date=2024-01-27 |work=PC Gamer |language=en}}</ref> === Soundtrack dispute === In May 2020, after the Doom Eternal Original Soundtrack was released,<ref>{{Cite web |title=Doom Eternal's Delayed Soundtrack Is Now Available For Collector's Edition Owners |url=https://www.gamespot.com/articles/doom-eternals-delayed-soundtrack-is-now-available-/1100-6476229/ |url-status=live |archive-url=https://web.archive.org/web/20221110140736/https://www.gamespot.com/articles/doom-eternals-delayed-soundtrack-is-now-available-/1100-6476229/ |archive-date=November 10, 2022 |access-date=2022-08-27 |website=GameSpot |language=en-US}}</ref> there was a serious backlash to the Doom Eternal OST and accusations of low quality work that did not match composer [[Mick Gordon (composer)|Mick Gordon's]] usual standards. On April 19, Gordon confirmed on [[Twitter]] that it was not his work,<ref name="MickTwitterpost" /> and Marty Stratton subsequently posted on May 20 a 2,500-word [[open letter]]<ref name="redditOpenLetter" /> on [[Reddit]] blaming Gordon for everything that went wrong with the process of creating music for the soundtrack.<ref name="MickTwitterpost">{{Cite tweet |number=1251828567882600448 |user=Mick_Gordon |title=I didn't mix those and wouldn't have done that.}}</ref><ref name="redditOpenLetter">{{Cite web |last=Stratton |first=Marty |date=May 4, 2020 |title=DOOM Eternal OST Open Letter |url=https://www.reddit.com/r/Doom/comments/gdg25y/doom_eternal_ost_open_letter/ |archive-url=https://web.archive.org/web/20200505220052/https://www.reddit.com/r/Doom/comments/gdg25y/doom_eternal_ost_open_letter/ |archive-date=May 5, 2020 |publisher=Reddit}}</ref> Following this, public outcry against Gordon reached a level where he received explicit death threats and graphic messages of intent to harm him and his family. Gordon's message accounts, servers, and phones were allegedly inundated with abuse to extreme levels, seriously impacting his mental health.<ref name="wagiehate">{{Cite web |last=Valentine |first=Rebekah |date=November 9, 2022 |title=Doom Eternal Composer Alleges Unpaid Wages and Abuse in Lengthy Soundtrack Controversy Response |url=https://www.ign.com/articles/doom-eternal-composer-alleges-unpaid-wages-and-abuse-in-lengthy-soundtrack-controversy-response |url-status=live |archive-url=https://web.archive.org/web/20221110225947/https://www.ign.com/articles/doom-eternal-composer-alleges-unpaid-wages-and-abuse-in-lengthy-soundtrack-controversy-response |archive-date=November 10, 2022 |access-date=12 November 2022 |website=IGN}}</ref> On November 9, 2022, Mick published a 14,000-word article on [[Medium (website)|Medium]]<ref name="realcallout">{{Cite web |last=Gordon |first=Mick |date=November 9, 2022 |title=My full statement regarding DOOM Eternal |url=https://medium.com/@mickgordon/my-full-statement-regarding-doom-eternal-5f98266b27ce |url-status=live |archive-url=https://web.archive.org/web/20221110192728/https://medium.com/@mickgordon/my-full-statement-regarding-doom-eternal-5f98266b27ce |archive-date=November 10, 2022 |access-date=12 November 2022 |website=Medium}}</ref> explaining his side of the story as a defensive rebuttal of the nine outlined accusations in Stratton's post (described as "an extensive series of lies"), substantiated with various forms of evidence including photographs of emails, receipts, and file metadata to verify his claims.<ref>{{Cite web |last=Gordon |first=Mick |date=November 9, 2022 |title=2. The OST was delayed before I was under contract |url=https://medium.com/@mickgordon/my-full-statement-regarding-doom-eternal-5f98266b27ce#b7e0 |url-status=live |archive-url=https://web.archive.org/web/20221118015434/https://medium.com/@mickgordon/my-full-statement-regarding-doom-eternal-5f98266b27ce#b7e0 |archive-date=November 18, 2022 |access-date=November 18, 2022 |website=Medium}}</ref><ref name="wagiehate" /><ref name="ign-9nov2022">{{Cite news |last=Valentine |first=Rebekah |date=November 9, 2022 |title=Doom Eternal Composer Alleges Unpaid Wages and Abuse in Lengthy Soundtrack Controversy Response |work=[[IGN]] |url=https://www.ign.com/articles/doom-eternal-composer-alleges-unpaid-wages-and-abuse-in-lengthy-soundtrack-controversy-response |url-status=live |access-date=November 9, 2022 |archive-url=https://web.archive.org/web/20221109204222/https://www.ign.com/articles/doom-eternal-composer-alleges-unpaid-wages-and-abuse-in-lengthy-soundtrack-controversy-response |archive-date=November 9, 2022}}</ref> It included claims that Gordon had yet to receive over half of his payment for his work and awards from the soundtrack's nominations at [[The Game Awards 2020]] Stratton had reportedly claimed to deliver on Gordon's behalf; that his name had been listed on the OST's pre-order for weeks before Bethesda had contracted him to work on it just 48 hours before the game's release; Mossholder had been composing an alternate version of the OST as early as August 2019, and in response to request from Gordon's lawyers for Stratton's Reddit post to be removed, Gordon was offered six figures in exchange for a lifetime gag order, but never the possibility of Stratton's defamatory post being removed.<ref name="realcallout" /> On November 16, 2022, [[Bethesda Softworks|Bethesda]] released a statement backing Marty Stratton, Chad Mossholder, and everyone in the id software team. Their statement further claimed that they had evidence to rebut Gordon's claims, without releasing mentioned evidence, and expressed concern that his statement enticed harassment and violence towards the team.<ref>{{Cite web |date=2022-11-16 |title=Bethesda says Mick Gordon's Doom Eternal soundtrack allegations are one-sided |url=https://www.gamesindustry.biz/bethesda-says-mick-gordons-doom-eternal-soundtrack-allegations-are-one-sided |url-status=live |archive-url=https://web.archive.org/web/20221117045641/https://www.gamesindustry.biz/bethesda-says-mick-gordons-doom-eternal-soundtrack-allegations-are-one-sided |archive-date=November 17, 2022 |access-date=2022-11-17 |website=GamesIndustry.biz |language=en}}</ref> == People == In 2003, the book ''[[Masters of Doom]]'' chronicled the development of id Software, concentrating on the personalities and interaction of John Carmack and John Romero. Below are the key people involved with id's success. === John Carmack === {{Main|John Carmack}} Carmack's skill at [[3D computer graphics|3D]] [[computer programming|programming]] is widely recognized in the software industry and from its inception, he was id's [[lead programmer]]. On August 7, 2013, he joined [[Oculus VR]], a company developing [[virtual reality headset]]s, and left id Software on November 22, 2013.<ref name="carmack-leaves-id" /> === John Romero === {{Main|John Romero}} John Romero saw the horizontal scrolling demo ''Dangerous Dave in Copyright Infringement'' and immediately had the idea to form id Software on September 20, 1990.<ref>{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |page=122}}</ref> Romero pioneered the game engine licensing business with his "id Summer Seminar" in 1991 where the Keen4 engine was licensed to Apogee for Biomenace.<ref>{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |page=180}}</ref> John also worked closely with the DOOM community and was the face of id to its fans. One success of this engagement was the fan-made game ''Final DOOM'', published in 1996.<ref>{{Cite news |title=Final Doom |url=https://doomwiki.org/wiki/Final_Doom |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026231911/https://doomwiki.org/wiki/Final_Doom |archive-date=October 26, 2021}}</ref> John also created the control scheme for the FPS, and the abstract level design style of DOOM that influenced many 3D games that came after it.<ref>{{Cite news |title=DOOM and the Level Design of John Romero: E1M1 |url=https://lajmillington.wordpress.com/2016/02/01/the-design-of-doom-e1m1/ |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026231911/https://lajmillington.wordpress.com/2016/02/01/the-design-of-doom-e1m1/ |archive-date=October 26, 2021}}</ref> John added par times to Wolfenstein 3D, and then DOOM, which started the phenomenon of Speedrunning.<ref>{{Cite news |title=Coined: How speedrunning became an Olympic-level gaming competition |url=https://www.inverse.com/gaming/speedrun-meaning-definition-origin-gaming-coined |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026231911/https://www.inverse.com/gaming/speedrun-meaning-definition-origin-gaming-coined |archive-date=October 26, 2021}}</ref> Romero wrote almost all the tools that enabled id Software and many others to develop games with id Software's technology.<ref>{{Cite news |title=Classic Tools Retrospective: John Romero talks about creating TEd, the tile editor that shipped over 30 games |url=https://www.gamedeveloper.com/design/classic-tools-retrospective-john-romero-talks-about-creating-ted-the-tile-editor-that-shipped-over-30-games |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026231911/https://www.gamedeveloper.com/design/classic-tools-retrospective-john-romero-talks-about-creating-ted-the-tile-editor-that-shipped-over-30-games |archive-date=October 26, 2021}}</ref> Romero was forced to resign in 1996 after the release of ''[[Quake (video game)|Quake]]'', then later formed the company [[Ion Storm]]. There, he became infamous through the development of ''[[Daikatana]]'', which was received negatively from reviewers and gamers alike upon release. Afterward, Romero co-founded The Guildhall in Dallas, Texas,<ref>{{Cite news |title=Romero Bio at GDC |url=https://schedule.gdconf.com/speaker/romero-john/20267 |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026231911/https://schedule.gdconf.com/speaker/romero-john/20267 |archive-date=October 26, 2021}}</ref> served as chairman of the CPL eSports league,<ref name="John Romero">[[John Romero]]</ref> created an MMORPG publisher and developer named Gazillion Entertainment,<ref name="John Romero" /> created a hit Facebook game named Ravenwood Fair that garnered 25 million monthly players in 2011,<ref>[[Ravenwood Fair]]</ref> and started Romero Games in Galway, Ireland in 2015.<ref>[[Romero Games]]</ref> Both Tom Hall and John Romero have reputations as designers and idea men who have helped shape some of the key PC gaming titles of the 1990s. === Tom Hall === {{Main|Tom Hall}} Tom Hall was forced to resign by id Software during the early days of ''Doom'' development, but not before he had some impact; for example, he was responsible for the inclusion of teleporters in the game. He was let go before the shareware release of ''Doom'' and then went to work for Apogee, developing ''[[Rise of the Triad]]'' with the "Developers of Incredible Power". When he finished work on that game, he found he was not compatible with the ''[[Prey (2006 video game)|Prey]]'' development team at Apogee, and therefore left to join his ex-id Software compatriot John Romero at [[Ion Storm]]. Hall has frequently commented that if he could obtain the rights to ''[[Commander Keen]]'', he would immediately develop another Keen title. === Sandy Petersen === {{Main|Sandy Petersen}} Sandy Petersen was a level designer for 19 of the 27 levels in the original ''Doom'' title as well as 17 of the 32 levels of ''Doom II''. As a fan of [[H.P. Lovecraft]], his influence is apparent in the Lovecraftian feel of the monsters for ''Quake'', and he created ''Inferno'', the third "episode" of the first ''Doom''. He was forced to resign from id Software during the production of ''Quake II'' and most of his work was scrapped before the title was released. === American McGee === {{Main|American McGee}} American McGee was a [[level designer]] for ''Doom II'', ''The Ultimate Doom'', ''Quake'', and ''Quake II''. He was asked to resign after the release of ''Quake II'', and he then moved to [[Electronic Arts]] where he gained industry notoriety with the development of his own game ''[[American McGee's Alice]]''. After leaving Electronic Arts, he became an independent entrepreneur and game developer. McGee headed the [[independent game development]] studio [[Spicy Horse]] in Shanghai, China from 2007 to 2016. == References == {{Reflist}} == Bibliography == * [[David Kushner (writer)|Kushner, David]] (2003). ''[[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]'', New York: Random House. {{ISBN|0-375-50524-5}}. == External links == {{Portal|Companies|Video games}} * {{Official website}} {{id Software|state=expanded}} {{ZeniMax Media}} {{Wolfenstein series}} {{Doom series}} {{Quake series}} {{Authority control}} [[Category:Id Software| ]] [[Category:1991 establishments in Louisiana]] [[Category:2009 mergers and acquisitions]] [[Category:American companies established in 1991]] [[Category:American corporate subsidiaries]] [[Category:Companies based in Richardson, Texas]] [[Category:Microsoft subsidiaries]] [[Category:Video game companies based in Texas]] [[Category:Video game companies established in 1991]] [[Category:Video game development companies]] [[Category:ZeniMax Media]]
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